Welcome
Welcome to a320

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. Registration is fast, simple, and absolutely free, so please, join our community today!

DOOMgoo for Dingux 1.1 Update!

Only for posting new Dingux software releases.

Moderator: Moderators

Re: DOOMgoo for Dingux 1.1 Update!

Postby Schmidt-Dudley on Mon Aug 17, 2009 8:15 am

Hi, me again. ;)
If I only wanne add for example GoldenEye.
What files do I have to copy and where?
I copyed the doom219 folder and erase all files except of:
gold64.wad
ge64levs.wad
gold64.deh
prboom
prboom.wad
prboom-game-server

Than I addet
Code: Select all
Menu DOOMgoo
{
Icon = "res/ports/doomgoo/doomlogo.png"
Name = "DOOMgoo"


MenuItem Doom2GE64
{
Icon = "res/ports/doomgoo/doom2.png"
Name = "TC - GoldenEye 64"
Executable = "chmod +x prboom ; ./prboom -deh gold64.deh -file gold64.wad ge64levs.wad"
WorkDir = "/usr/local/ports/doomgoo/doom219"
}
}


to the dmenu-file.

I now can choose this option from the menu, but it won´t start.
The terminal says IdentifyVersion: IWAD not found. :?
Image
User avatar
Schmidt-Dudley
 
Posts: 19
Joined: Thu Jul 23, 2009 8:46 am
Highscores: 2

Re: DOOMgoo for Dingux 1.1 Update!

Postby CirothUngol on Mon Aug 17, 2009 1:54 pm

the IWAD is the "Internal WAD", or the original version of the game that's been modified. Each directory in DOOMgoo is named after the version of IWAD it contains. In your case, its DOOM2 v1.9, so you have to include it in the directory, so the PWAD (or "Programable WAD") has something to modify. Just drop the doom2.wad file from the original archive into the directory and it should start right up. Of course, if you are using the newer version of DMenu (included in toddler's 0.20 and up) then you'll probably have a problem getting it to load... I sure did. In that case, use the scripts from the 1.1 update to load it. If you're still using an older version of DMenu then don't worry about it.
Incidently, I've recently discovered the WAD is supposed to stand for "Where's All the Data?" ^_^
Odie, Odie, cha cha cha
Odie, Odie, cha cha cha
User avatar
CirothUngol
 
Posts: 48
Joined: Thu Jul 23, 2009 12:38 am

Re: DOOMgoo for Dingux 1.1 Update!

Postby Schmidt-Dudley on Mon Aug 17, 2009 3:09 pm

Wooaah THX now it works. :)
I think I am getting into that stuff. ;)
Image
User avatar
Schmidt-Dudley
 
Posts: 19
Joined: Thu Jul 23, 2009 8:46 am
Highscores: 2

Re: DOOMgoo for Dingux 1.1 Update!

Postby MmmRevolution on Mon Aug 17, 2009 6:35 pm

Thanks CirothUngol for your work!

so my mode Cs v1.3 is ok whith new version of Doomgoo? legacy.dat supportly ? if file .cfg is:

1. MenuItem Doom2CS
2. {
3. Icon = "res/ports/doomgoo/cstrike.png"
4. Name = "Doom II - Counter-Strike"
5. Executable = "chmod +x prboom ; ./prboom -deh cstrike.deh -file cstrike.wad"
6. WorkDir = "/usr/local/ports/doomgoo/doom219"
7. }

?

map 4 (Italy) have always a bug on exit?

if bug is alwalys, when i will receive my Dingoo, i will create a new version of mode Cs specialy for Dingoo ;)


thanks thanks thanks!!
MmmRevolution
 
Posts: 9
Joined: Sun Aug 09, 2009 10:03 pm

Re: DOOMgoo for Dingux 1.1 Update!

Postby CirothUngol on Mon Aug 17, 2009 7:49 pm

Actually, line 5 should look like this:

5. Executable = "chmod +x prboom ; ./prboom -deh cstrike.deh -file cstrike13.wad legacy.dat"

As for whether or not it always crashes on exiting level 4, I don't know... I haven't gotten that far yet. Shaokahn said it does, so he's probably a better player than me. ^_^ If you feel it's worth it to correct any issues specifically for the Dingoo, that'd be great! This is a fun community, and everyone's effort add up to a better Dingoo for All!
Your mod is really nice and your effort if greatly appreciated.

I've found another possible source for some great DOOM mods. I'm gonna check 'em out when I get home. If there's anything good, I'll let everyone know.
Odie, Odie, cha cha cha
Odie, Odie, cha cha cha
User avatar
CirothUngol
 
Posts: 48
Joined: Thu Jul 23, 2009 12:38 am

Re: DOOMgoo for Dingux 1.1 Update!

Postby MmmRevolution on Mon Aug 17, 2009 8:14 pm

ok thanks!

I really look forward to my dingoo!!!

I have modified a mode Postal (just 1map Cs) video here: http://www.youtube.com/watch?v=kiRgSyxDr0c
There is also a mode Quake2 (very nice whith 10maps), a mod West-Ern, Serious-Sam...

I post this when i have my Dingoo (after test...)
MmmRevolution
 
Posts: 9
Joined: Sun Aug 09, 2009 10:03 pm

Re: DOOMgoo for Dingux 1.1 Update!

Postby M47R1X on Tue Aug 18, 2009 5:56 pm

Um... how exactly do I merge? There is no dmenu.cfg file in my local/dmenu folder. The closest is dmenu with no extension whatsoever. When I open it with notepad, a whole jumble of characters (wingdings comes to mind) with very little legible text comes up. Am I missing something? I want to play Ultimate Doom really really badly! :D Oh, and I'm using toddler's 0.24.

This is a chunk, not all.

ELF    @ 4 ˆ¢  4  (    4 4 @ 4 @      4 4@ 4@     pH H@ H@      @ @ ˆ ˆ     A A ¨
€<    ` `@ `@    Qåtd   /lib/ld-uClibc.so.0 ö ² B    D  Z  n  Š  ˜ @
t@  x@  Ü@  œ@
é
  p™A    ™A  ð@      p  p  p @
p  p„  p  p
þÿÿoÐ@ ÿÿÿo ðÿÿoÆ@ ƒ „ B .
2 : A 0  U b 8  9 € { k D  Z f  = )  N E ƒ 1 3  \ M R ! g ? s  % |
5  v '    P ` ,  
y  < ‚ e & ; C "  T ( l d o  F 6 /  G ~  *    i Y n > $ S  # J  4 j 7 @ Q w - u + } V h ^ O ] I L W  K m H [ _  a p t c r q x   z X Ô ¨›A  ñÿ   ñÿ.  ™A  ñÿ½ B  ñÿ¶ A   È ¨›A  ñÿ¯ @ 
Ú €ÌA  ñÿ$ ™A   Á ¨›A  ñÿ t@  · @  
( Ð0@ à 
 U@ È 
ã ä›A    X ðs@   à›A    ë œA    Ô Ü›A    T às@  ­ Ðs@  ‘ Às@  ò ¸$@   
Æ Ø›A    C °s@  4 Ô›A    F  s@  Š s@   œA    ½ €s@   Hc@ Ä 
W ps@  t  Ï `s@  Ø Ps@  ª @s@  X œA    ¾ ЛA    ( 0s@  â pI@ ì 
f s@  Ù s@  Ø ¬›A    - s@   ÌY@   
´ f@ p 
˜ ðr@  ` àr@  E œA    · œA    y Ðr@  } Àr@  ï °r@  B  r@   r@  › Ì›A    ^ ü+@ Ä 
o œA    * €¼A    ý €r@  þ HQ@ ` 
€ œA    — pr@  · È›A    » è›A    ´ `r@  ‘ Pr@  â €¬A    ¡ @r@  ’ 0r@  ƒ r@  o r@   r@  ‚ œA    ò ðq@  j àq@  … Ðq@  ª Àq@  [ Ä›A    ¨ €o@ 0 
œ œA    # À›A    Ï °q@  ›  q@  È ü›A    ¢ q@  Ý €q@  D pq@  ¾ ø›A     `q@  u Pq@  g @q@  0q@  P q@  õ ô›A    Á q@  ; q@  Ð ¼›A    { ðp@  - " o ˆ@ Ø 
® ¸›A    Y àp@  ø Ðp@   Àp@  è °p@    p@   t@  
¬ p@  £ ´›A    Ë pB@  
3 €p@  C Ü pp@   `p@  ¦ Pp@  6 ð›A     °›A    ˆ X%@ ¤ 
’ @p@   €œA    K ¨›A    Ÿ 0p@  ¨ l`@ ` 
ð `œA   ‚ ì›A     " þ p@  o  Ç p@  ~  _fini __uClibc_main __deregister_frame_info __register_frame_info _Jv_RegisterClasses strcmp conf_themeselect mmap SDL_Quit chdir strsep execlp printf perror calloc memcpy strdup cfg_init cfg_parse dirname cfg_size cfg cfg_getnsec cfg_title cfg_getsec cfg_getstr strcpy strlen strcat cfg_setstr cfg_getopt realloc malloc cfg_free cfg_main puts getcwd memset scandir alphasort cfg_setbool cfg_getbool fopen cfg_print fclose menu_deinit menu_init current_highlight current_list_start num_of_files list_filename SDL_FreeSurface tmp_surface namelist list_font TTF_RenderUTF8_Blended SDL_DisplayFormatAlpha status_changed SDL_MapRGB SDL_FillRect background SDL_UpperBlit list_bg list_title statlist list_file_icon list_dir_icon list_sel stat current_path IMG_Load TTF_Init TTF_OpenFont realpath current_executable work_path filelist_theme SDL_GetError strrchr TTF_CloseFont TTF_Quit run_command SDL_GetTicks conf_load SDL_Init SDL_SetVideoMode SDL_ShowCursor state SDL_PollEvent SDL_Flip SDL_Delay filelist_deinit conf_unload filelist_keypress menu_keypress menu_draw filelist_draw number_of_menu current_menu_index current_menuitem_index number_of_menuitem menu_icons menuitem_icons menuitem_text SDL_SetAlpha cursor menu_text mi filelist_init SDL_DisplayFormat menu_font menuitem_font libSDL-1.2.so.0 _DYNAMIC_LINKING __RLD_MAP _GLOBAL_OFFSET_TABLE_ libSDL_image-1.2.so.0 libSDL_ttf-2.0.so.0 libconfuse.so.0 cfg_include libgcc_s.so.1 libc.so.0 __cxa_atexit _ftext _fdata _gp _edata __bss_start _fbss _end GLIBC_2.0                              




EDIT

Okay, they work, without any editing. It's all under DoomGOO under PC Ports. Kind of odd, but whatever. Awesome stuff here!!! Gotta love the music from the first level of doom. Ya just gotta.
M47R1X
 
Posts: 1
Joined: Tue Aug 18, 2009 5:53 pm

Re: DOOMgoo for Dingux 1.1 Update!

Postby CirothUngol on Wed Aug 19, 2009 2:07 am

Yup, that's what an executable files looks like when you open it with notepad. ^_^
Sorry, I forgot to remove the old instructions from the 1st post (they only pertained to DMenu 0.2/toddlers local-0.19 or lower). If you're using toddler's local-0.20 or higher just place DOOMgoo, any Updates and the latest ScriptFiles on your miniSD card and it should work like a charm!
Odie, Odie, cha cha cha
Odie, Odie, cha cha cha
User avatar
CirothUngol
 
Posts: 48
Joined: Thu Jul 23, 2009 12:38 am

Re: DOOMgoo for Dingux 1.1 Update!

Postby Shaokahn on Wed Aug 19, 2009 9:47 am

Hello

@CirothUngol
very very nice Update, and thank you for your Work and Time to make the brilliant DOOMgoo Pack,
i love playing Doom since Release of Doom 1 on PC ^^
In those days i've played so much Doom1 & Doom2 Single and Multiplayer :mrgreen:
or creating own Levels for Doom 1&2 was fun, but after so many Years i don't know more how the Leveleditor did works :roll: .
The Counter-Strike 1.3 TC is very nice ,i like it and the great recreated Original CS Maps :P
Shaokahn
 
Posts: 4
Joined: Sun Jul 12, 2009 9:55 pm

Re: DOOMgoo for Dingux 1.1 Update!

Postby MmmRevolution on Sat Aug 22, 2009 3:17 pm

hi, i have my dinggo since yesterday :D

i have a little question: where is the file config? with configkey... and file save?


thanks!
MmmRevolution
 
Posts: 9
Joined: Sun Aug 09, 2009 10:03 pm

PreviousNext

Return to Dingux Releases

Who is online

Users browsing this forum: vimrc and 0 guests